Vestiges of the Ashen Lands

Vestiges are the remnants of ancient powers. Whether people, places, or things given some measure of sapience. Within the world of the Ashen Lands, Vestiges function as eldritch powers, spirits, and tempting sources of power. They represent the remaining essence left behind as time and circumstance winnow away other aspects. The Chained King, for example, represents an ancient power trapped and bound for so long that his name, his face, his history, are all lost. And all which remains is the central identity of bound power... and the power to Bind.

Some individuals, Warlocks and Warsworn among them, make pacts with Vestiges who they've sought out, or who reach out to them, to exchange their service for occult powers. This is often a choice which leads to terrible consequences, as the Vestiges hold their own interests and goals to which the Pactbound rarely holds. In such cases the conflict between the two can be... dangerous.

Cult Worship

Vestiges retain their power and to some degree existence through some measure of collective memory. Whether that means stories told to children of boogeymen who will take them, esoteric tomes sought by collectors describing the Vestige, or cults of fanatical worshippers trying to fulfill the goals of the Vestige in question. For this reason, most Vestiges try to make some kind of mark on the world, some measure of contact to reach out and be remembered.

It also makes Vestiges notoriously difficult to destroy. As cultists often hide their allegiance to mysterious occult powers,and spread through secret meetings. Some Vestiges have even learned to garner knowledge of themselves obliquely, in a manner that is presented openly but does not seem to directly reference any entity.

Occult Power

Each of the Vestiges is tied to a specific Pact-Bond that they provide to any Warlock who chooses them as a Patron. But for many of their servants, such as common Cultists and Warsworn, such robust powers are generally not provided. Whether this is due to the limited power that a given Vestige possesses or their desire to create only a comparatively smaller number of powereful followers is anyone's guess. Perhaps there is something inherently special in the bond between a Warlock and a Vestige.

In any case, Warsworn take very little of their Vestige's actual power. Instead, consider flavoring your Warsworn Abilities in a manner that visually or narratively ties to your Vestige. Such as an Inferno-Bound Warsworn primarily using fiery powers, or having visual elements of ghostly flamed tied to powers which typically do not deal fire damage.


In Mirrors and Dreams

Many Vestiges are trapped, whether bound or simply lost, in the Wasteland. To make contact with the mortal plane, they often make use of Dreams and Mirrors to make contact with our plane of existence. Prophetic dreams are a very common way for a Vestige to initially present itself to a potential follower, though altering a person's reflection to make such contact can have it's own startlingly potent effect. In either case, the person the Vestige seeks to contact will also percieve aspects of the Vestige within the dream or mirror.

Over time, such contact can become commonplace. So much so, that the Pact-Bound may only rarely see their reflection alone, or enjoy a night's sleep without contact.

The Chained King

Ironbound and exhausted the Chained King perished but did not die. -Author Unknown, scrawled in the margins of several tomes in the Library of Falconurst

Identity and Goals

The Chained King is a trapped Vestige. Bound both in the Wasteland and by chains keeping him from leaving his tower chamber, he uses Mirrors almost exclusively to contact those he hopes may one day free him.

Those who wield his power gain a peculiar bond with both the concept and the function of Chains, and as a Patron he provides Warlocks with a series of abilities to bind their foes.

Gifts and Boons

Ironbound Rasp This item can instantly destroy 1 link of a chain that it is pressed against per day. When earned, the Rasp falls out of or can be found under a reflective surface. After 3 uses it becomes a common rasp.

Rattling Chains Appearing as a Bracelet or Necklace made of chains, once per short rest you can rattle the chain to cast Cause Fear as a 1st level caster, DC 13 to resist.

The Librarian

The dream felt so real once I smelled the pipe-smoke. I turned and saw an elderly scribe in a lively coat, blind eyes staring into the distance as he wrote everything. -Alphonse of the Red Quill

Identity and Goals

The Librarian is a trapped Vestige who does not care. His only goal is to collect and amass information, regardless of how important or mundane. To simply know everything. He contacts people almost exclusively through dreams.

Those who wield his power often find themselves with a slowly growing obsession with recording information to ensure it is never lost.

Gifts and Boons

Whispers from the Wasteland You gain Advantage on all Knowledge Checks pertaining to a single subject. After a long rest, you may select a different subject.

Smoke of Dreams You may cast the Dream spell as a Ritual on a single willing subject to contact the Librarian. The components for this spell cost 3 gold pieces. After 3 uses you lose this ability.

Everquill Taken from the Librarian's Beard in a dream, this Quill Pen will use common ink and paper to write a simple description of what is happening in a nearby location of your choosing for up to 5 minutes once per day. The target area must be known to you, and within 300ft, though you do not require line of sight.

The Inferno

The flames licked higher along the condemned's form, and in their last gasps vengeance was sworn. -Raden Ulfsdottr, Saga of the Cursesworn

Identity and Goals

The Inferno is a Free Vestige. Unbound, it exists in the Mortal World as a collection of soul-fragments from those condemned to die by burning, innocent and otherwise. As such, it is a Vestige of Vengeance and rage.

Those who wield it's power often are, or become, pyromaniacs. Even to the point of causing damage to things they may hold precious.

Gifts and Boons

Vengeful Hiss When dealt damage by a creature or object you can see you may utter a gutteral hiss toward the offender as a reaction. Doing so deals 1d6 fire damage to the target. You may use this ability once per short rest.

Firestarter As an action, you may ignite an object you touch as if you had just set it aflame with tinder and steel. While the action to ignite the object is magical, the fire is normal in all other respects.

Flame's Kiss This magical Shortsword or Dagger bears a wavy or undulating edge. Any damage dealt by the weapon is Fire damage. The Flame's Kiss seems to call to the person it is meant for and any other person attempting to use it takes Fire Damage equal to their total hit dice each time they grasp the weapon, ignoring resistances and immunities.


The Masked Lady (Archfey Pact) Spy Queen

Identity and Goals

Gifts and Boons

The Imprisoned (Old One Pact) Soulgem Vestiges of People and Things

The Mutineer (Fathomless Pact) Cast to the Depths twisted and strange

The Wishing King (Genie Pact) Desirous, grasping beyond reach

The Ebonblade (Hexblade Pact) Broken and Lost Sentient Magic Weapons

The Redeemer (Celestial Pact) Proselytizer Spirit

The Bloodlord (Undying Pact) Lost to Blood and Consumption

The Blackfeather (Raven Queen Pact) Ikkugskaldr

The Fiddler (Music/Sound Pact)